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Marvel’s Wolverine review – a gloriously conflicted lead is let down by crude, boring battling

PlayStation 5; Insomniac Games
Logan is well realised by Liam McIntyre and some exquisite character art, but there are lapses in narrative and emotional arcs and some of the combat feels like a chore

It was always going to be difficult to follow Spider-Man. Insomniac’s three games based around the web-slinger are masterpieces of superhero wish fulfilment, allowing you to swoop above a depiction of Manhattan alive with graffiti artists, roving journalists and gun-toting gangsters. If anyone should be up to the task, it’s Wolverine. A beloved Marvel stalwart, his life much darker and bloodier than Peter Parker’s, he seems the ideal protagonist for a moody action adventure. Yet somehow this well-made game falls short of its potential.

Set years before the founding of the X-Men, Marvel’s Wolverine sees a disenfranchised Logan falling back in with Sabretooth and Mystique when their mentor Nathaniel Essex is kidnapped by mutant-hating billionaire Bolivar Trask. This archetypal tech bro has a disturbing plan for world domination and the X Team are out to stop him – but there is a secret buried in Wolverine’s past that’s about to cause an eruption. It’s a decent setup, filled with the sort of intrigue, violence and Freudian tension we expect from the X-Men.

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© Photograph: Sony

© Photograph: Sony

© Photograph: Sony

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‘A universal human story’: Clean Start’s thought-provoking tidying sim tells immigrant’s tale

Playing as recent arrival Lena, your challenges include learning a new language and uncovering family secrets – its developer hopes it will spread ‘a little more compassion’

The cosy house-sorting sim has become a much-loved staple of the PC indie scene. Titles such as Unpacking, A Little to the Left and Momento charm players with their detailed interiors and quiet narratives of lives lived and shared within the same four walls. For Clean Start, Polish developer Serious Sim has taken a different approach – here you play as domestic cleaner, Lena, an immigrant who has arrived in an unspecified western country with little knowledge of the local language, and a family to support back home.

From here, you’re tasked with cleaning a series of houses and apartments, polishing tables, tidying shelves and scrubbing muddy pawprints from kitchen floors. It seems you’re able to rearrange the rooms, giving them a personal feel, which is after all one of the most pleasing elements of the genre. You can also, we are reassured, pet the dog.

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© Photograph: Serious Sim, Amplified Games

© Photograph: Serious Sim, Amplified Games

© Photograph: Serious Sim, Amplified Games

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SingStar Take That anyone? The strange joy of charity shop video games

Hidden gems can be unearthed, but you have to dig deep into the bargain bins of countless outdated Fifas, Wii Fits without the controllers and partially finished quizshow games

As an eternally optimistic charity shop fan, I hold on to the fantasy that one day I’ll walk into my local Oxfam and find a pristine copy of the Sega Saturn shooter Burning Rangers for £1.50. Or perhaps a box full of old Neo Geo carts for a quid each. Sadly, this is now unlikely. Charity shops have caught on to the fact that old video games – like old vinyl albums – are highly collectible, and so they’re putting the good stuff on eBay. That’s fine, it’s their job to raise money, not to provide opportunist swine like me with bargains. But what games can you find tucked away in your local branch of Barnardo’s? To find out I visited about 40 charity stores across the country. Here is what I discovered on the shelves … And please do share your own charity shop gaming finds in the comments!

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© Photograph: Keith Stuart/The Guardian

© Photograph: Keith Stuart/The Guardian

© Photograph: Keith Stuart/The Guardian

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A Line Held Tight – miners, mechs and mismanagement on a distant planet

Deep underground the player joins a colony of ruthlessly exploited pit workers who could be taking on the bosses. How things play out will depend on you

It is rare for video games to feature industrial action as a key theme, but it does happen. There’s the shady Dockworker’s Union in Disco Elysium and the Orbital Workers Union in space adventure Tacoma; then there is Lynx, the evil union-bashing corp in Hardspace: Shipbreaker. Soon we can add A Line Held Tight, a visual novel that puts workers’ rights – and workers’ lives – at the very centre of the narrative.

In the distant future, a colony of miners digs far beneath the surface of an isolated planet, searching for veins of some exotic ore, protected from the poisonous atmosphere within giant mech suits. But the working conditions are woeful and as a strike looms, an unpopular employee named the Canary must decide whether or not to stand with colleagues and fight against suppression. The player, of course, takes on the role of the Canary, navigating personal as well as political struggles in a world rendered in stark monochrome.

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© Photograph: Humble Grove

© Photograph: Humble Grove

© Photograph: Humble Grove

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I’ve been gaming for 40 years. Here are the best chairs in the UK for comfort, support and serious play

Whether you’re on PC or a console, level up your setup with our gaming expert’s pick of the best chairs

• The best games of 2026 so far

Comfort is crucial to the gaming experience. It’s hard to focus on blasting aliens or taking Stoke to the Champions League final if your bum has gone to sleep because you’ve been sitting on an old chair for three hours. We’re spending more time playing games than ever before, so good posture matters. If you have set up a dedicated gaming space, then a rickety seat just won’t cut it.

From luxurious ergonomic thrones to cheap-and-cheerful bucket seats, the options available are bewildering. So I set out on an epic quest: to find the most comfortable, durable and stylish gaming chairs. Here’s what I discovered.

Best gaming chair overall:
Secretlab Titan Evo

Best budget gaming chair:
ThunderX3 Solo 360

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© Composite: PR Image

© Composite: PR Image

© Composite: PR Image

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How Pokémon Go encouraged me to find wonder in the world

These days, I ‘collect’ birdsong and wild flowers, but it all started when my sons and I first set out to find Pikachu and pals

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Believe it or not, Pokémon Go is 10 years old this month. The wildly successful smartphone game, which allows you to track down lovable creatures in the real world using GPS and augmented-reality technologies, has reportedly been downloaded 800m times across 150 countries and regions. A trillion Pokémon have been caught so far – and I have been responsible for a modest percentage of that figure.

When the game was first released, my sons and I spent many happy hours wandering the streets and parks of Frome searching for Jigglypuffs and Charizards, and the game’s social element, which lets you take on gym battles with other players in your vicinity, offered my autistic son a route to communicate with other children in a way he’d never been able to before.

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© Photograph: Eduardo Muñoz/Reuters

© Photograph: Eduardo Muñoz/Reuters

© Photograph: Eduardo Muñoz/Reuters

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Zombies, gore and creepy kids – why we can’t stop playing horror games

As global anxieties multiply, ​v​ideo games from Resident Evil to Mouthwashing are providing rich source material to help decode society’s problems

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Horror is so hot right now. There’s Obsession, Evil Dead Burn and Hokum in the cinema, Widow’s Bay, From and Something Very Bad Is Going to Happen on TV, and, of course, a rotting smorgasbord of horror games including Resident Evil Requiem (pictured top) and Reanimal, soon to be joined by Silent Hill: Townfall, Silver Pines and Dreadmoor. We’re also seeing weird cross-pollinations, with horror movie studio Blumhouse making games, while games themselves become horror films and the whole backrooms genre infects every medium it touches.

So it was fascinating to attend last week’s horror and gaming conference at Falmouth University, in Cornwall: a gathering of students, researchers and lecturers, all engaged in the academic study of horror games. There were brilliant talks on zombies and posthumanism, the gothic in games, and the role of monstrous little girls in survival horror (there are a lot of them!). Subjects as diverse as masculine fragility, disability and ageing came up; Will Doyle, creative director at Supermassive Games, gave a great keynote on the art of creating horror in games using tools such as revulsion, spatial alienation and the human instinct of apophenia. I learned a lot about theorists such as Julia Kristeva and Mark Fisher, and about the technical similarities between indie horror games and film noir (for example, the use of darkness and creative camera techniques to “hide” budget restrictions). It was incredible fun.

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© Photograph: Capcom

© Photograph: Capcom

© Photograph: Capcom

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PlayStation says it will stop making physical games – and that should worry us all

Sony’s announcement spells the end of a whole ecosystem built by superfan collectors – and signals a troubling shift in the industry

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Sony’s decision last week to quietly announce the end of physical games production for the PlayStation in 2028 is one of the most perfect PR disasters in recent gaming history – and considering what has been happening with Xbox, that’s saying something.

First, there was the timing. Sony posted the news of its decision on the PlayStation blog, less than a week after admitting that it would be deleting 550 movies from the digital libraries of PlayStation owners due to the end of a licensing deal – thereby perfectly illustrating the dangers of purchasing digital products. (Surprise! You never actually owned them!) The move is in stark contrast with the company’s stance on this very issue back in 2013. When Microsoft was attempting to push Xbox One as a digital-first console with strict controls on the sharing and reselling of its games, Sony brilliantly mocked its rival with a short video on how easy it was to lend physical games to pals on the PS4. Oh dear.

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© Photograph: Andrew Kelly/Reuters

© Photograph: Andrew Kelly/Reuters

© Photograph: Andrew Kelly/Reuters

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